作者 主题: 【CaC】《部署与伙伴》(Cohorts and Companions)  (阅读 29409 次)

副标题: 并没有翻译完但是看在本区好一阵子没有新帖于是先发出来的半截

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【CaC】《部署与伙伴》(Cohorts and Companions)
« 于: 2016-05-24, 周二 22:23:02 »
职业能力

幻灵基本形态(BESTIAL EIDOLON OPTIONS)
因为不兼容掉链子召唤,我就懒得翻了,期待勇士站出来。
剧透 -   :
The following evolutions and base forms are available for eidolons that mimic the shapes and abilities of magical beasts. The avian base form is birdlike in shape, while tauric eidolons appear as conjoined creatures with a humanoid upper body on a quadrupedal lower body.

Avian: Size Small/Medium (see below); Speed 30 ft., fly 30 ft. (good); AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attacks 2 claws (1d3); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, flight, limbs (legs).
Size: When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool. At 5th level, a Medium or larger avian eidolon’s f light speed increases by 40 feet, as if it had 2 more points in the f light evolution.

Tauric: Size Small/Medium (see below); Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs) (2).
Size: When summoned, a tauric eidolon is Small unless it spends 2 points from its evolution pool.

2-Point Evolution
The following evolution costs 2 point from the eidolon’s evolution pool.
Rider Bond (Ex): You and your eidolon share an empathic connection while you ride it. You gain a bonus on Ride checks equal to one-half your summoner level and you also gain Mounted Combat as a bonus feat when mounted on your eidolon. The eidolon must possess the mount evolution to take this evolution.

第三阶通用道途能力
角色至少要3级神话阶层,才可以选择一下第三层神话道途能力

约束仪式(Su):你习得了可以将生物从其他位面抓到你的面前来的强大仪式。如果你是一名施法者,将以下法术加入你的法术已知列表:束缚大法,次元锚,反各阵营法阵,次等异界誓缚,异界誓缚,高等异界誓缚。如果这些法术通常不在你的法术列表里,那么你可以将这些法术从法师/术士的法术列表加入的你的已知列表里,虽然你仍然不能在未达到相应等级前释放这些法术。
无论你是不是一名施法者,你都可以消耗一点神话之力来创造一个魔法园阵作为召唤法阵的一部分,如果你额外花费一点神话能力,这个园阵会拥有次元锚效果。如果你至少有9级,那么你可以花费两点神话之力,以类法术能力释放次等异界誓缚;如果你至少有11级,且有6级神话阶层,你可以花费3点神话之力来以类法术能力施放一个异界誓缚,如果你至少有15级,且有9级神话阶层,你可以花费4点神话之力来释放高等异界誓缚。所有这些效果以你的神话阶层作为施法者等级,除非你自身的施法者等级更高。
剧透 -   :
Binding Ritual (Su): You have learned the eldritch rituals required to draw creatures from the planes into your presence. If you are a spellcaster, you add the following spells to your list of spells known: binding, dimensional anchor, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, planar binding, planar binding (greater), and planar binding (lesser). If these spells are not normally on your class list, you add them to your list of spells known at the level they appear on the sorcerer/wizard spell list, though you do not gain spells whose level exceeds the level of spells your class can cast.
Whether or not you are a spellcaster, you can expend one use of your mythic power to create a magic circle (of any type) as part of a calling diagram; if you expend an additional use of your mythic power, this diagram is fortified with dimensional anchor. If you are at least 9th level, you may also spend two uses of your mythic power to cast lesser planar binding as a spell-like ability. If you are at least 11th level and 6th tier, you can expend three uses of your mythic power to cast planar binding as a spell-like ability. If you are at least 15th level and 9th tier, you can expend four uses of your mythic power to cast greater planar binding as a spell-like ability. For all these effects, treat your mythic tier asyour caster level, unless your own
caster level is higher.

诸界声望(Ex, Sp):你的伟大功绩已经为你所生活的位面之外的生命所知。在面对和你的阵营至少有一项相同的异界生物时,将你神话阶层的一半加在交涉上;在面对和你阵营至少有一项不同的异界生物时,将神话阶层的一半加在威吓上。如果你有领导力专长,在选择异界部署时,将你的神话阶层的一半加在领导力值上。额外的,如果你至少有7级,那么你可以花费两点神话之力,以类法术能力释放次等异界盟约,以你的神话阶层视为施法者等级。如果你至少有11级并且有6级神话阶层,你可以花费三点神话之力释放异界盟约。如果你至少有15级且有9级神话阶层,你可以花费四点神话之力释放高等异界盟约。你仍然需要提供报酬才能获得异界盟友的服务。
剧透 -   :
Interplanar Prestige (Ex, Sp): Your mighty accomplishments have drawn the notice of creatures beyond your home plane. You gain a bonus equal to half your mythic tier on Diplomacy checks against outsiders with an alignment subtype that matches at least one portion of your alignment, and on Intimidate checks against outsiders with an alignment subtype that opposes at least one portion of your alignment. If you have the Leadership feat, you add half your mythic tier to your Leadership score for the purpose of attracting an outsider cohort. In addition, if you are at least 7th level, you can expend two uses of your mythic power to cast lesser planar ally as a spell-like ability, treating your mythic tier as your caster level. If you are at least 11th level and 6th tier, you can expend three uses of your mythic power to cast planar ally. If you are at least 15th level and 9th tier, you can expend four uses of your mythic power to cast greater planar ally. You must provide the required offering to bargain for your ally’s service.



构装骑士/机械先驱 CONSTRUCT RIDER(炼金术士变体)PFS不可用


构装骑士通过创造构装座骑来模仿并超越软弱的肉体。(加入光荣的进化吧)

职业技能:构装骑士将骑术(敏捷)和知识(工程,智力)作为本职技能。

制作座骑(Su):构装骑士组装一个外形如同骑乘动物的构装座骑,一个中等体型的炼金术师可以选择骆驼或者马,而小体型炼金术师可以选自小马或者狼,如果他至少有4级,则可以选择野猪或者狗。GM可以特批允许其他生物作为座骑。构装座骑在大部分方面如同德鲁伊的动物伙伴,用角色的炼金术师等级作为他的有效德鲁伊等级。构装座骑是构装体,但是使用对应的动物伙伴的数据,获得HD、技能、专长和力量敏捷调整都会随着炼金术师等级的提升而增长。构装座骑没有体质属性,作为替代,会如同体型的构装体一样获得HP奖励。构装座骑拥有智力属性(和技能点),中等BAB以及比正常构装体强的基础豁免。构装座骑有如同正常构装的一切免疫效果(除了免疫影响心灵,因为它有意识)。构装骑士可以使用手艺(炼金)来替换驯养动物的一切功能,来训练他的构装座骑,但是这个检定将会受到-5的罚值,因为构装座骑并不是正常的动物或构装。
  为了创造一个身体不断更新并进步同时还拥有意识的构装体,构装骑士必须制造大量的发条装置或者驱动剂。因此,构装骑士永远无法获得突变药剂或者异变药剂,包括通过科研发现或者其他职业。
  最初,一次瞬间的灵光闪现成就了构装座骑这非凡的杰作。在4级时,构装骑士获得制造构装体作为奖励专长,在创造其他构装体时,他可以以他的化合替代法术作为成分来完成创造。这一能力替换了制造药水、突变药剂和炼金术师在4级时获得的科研发现。

削弱化合:构装骑士每等级每日可使用化合数量比平常的炼金术师少1个。如果这导致他每日化合量为0,那么他就只能依靠智力修正带来的额外化合数量使用该级的化合。

构装骑士发现(Su):构装骑士可以选择一下变体特殊科研发现以取代一般的科研发现。
引用
内置油箱(Ex,Sp):构装座骑体内安装了一个内置油箱,构装骑士可以将一剂药水或者化合灌入油箱。以一个不会触发借机的移动动作,构装骑士可以使这剂药水或化合对构装座骑生效。重新灌满油箱是一个复杂的操作,需要进行一次DC20的手艺(炼金)检定,如果失败,药水或化合会被浪费。这个过程需要1分钟,并且会导致借机攻击。选择这一科研发现需要6级炼金术师等级。

喷射油箱(Ex,Su):构装骑士升级了他坐骑的油箱,为其增加了装载炸弹的弹药库。装载炸弹和装载药水/化合需要一样的操作。装载了炸弹的炼金坐骑可以以一个标准动作,将其作为喷吐武器攻击15尺的锥形范围或者30尺的线形范围。计算伤害时,直接命中生效范围内的所有目标。在装载炸弹时,炼金术士就必须选择是锥形或者线形。因为炼金座骑没有炼金术师的随手投掷能力,所以炼金术师的智力调整值不能应用在这一伤害中。选择这一科研发现需要8级炼金术师等级,且已学会内置油箱。

扩展喷射(Su):当构装座骑使用喷射油箱进行喷吐攻击时。他可以释放30尺锥形或者60尺线形。选择这一科研发现需要10级炼金术师等级,且已学会喷射油箱。
剧透 -   :
Class Skills: The construct rider gains Ride (Dex) and Knowledge (engineering) (Int) as class skills.
Craft Mount (Su): A construct rider assembles a construct mount shaped like a riding animal. A Medium alchemist can select a camel or a horse. A Small alchemist can select a pony or wolf, but can also select a boar or a dog if he’s at least 4th level.
The GM may approve other animals as mounts. This construct mount acts in most ways as a druid animal companion, using the character’s alchemist level as his effective druid level. A construct mount is a construct, but uses the appropriate animal companion’s statistics, gaining Hit Dice, skills, feats, and Strength and Dexterity adjustments as the alchemist advances in level. A construct mount has no Constitution score, and instead gains bonus hit points appropriate for a construct of its size. It has anIntelligence score (and skill points), a lower base attack bonus, and better saving throws than a normal construct of its Hit Dice. The mount has all the immunities of a construct (except immunity to mind-affecting effects, since it has a mind). A construct rider can use Craft (alchemy) instead of Handle Animal for all purposes involving his construct mount, though the check still takes a –5 penalty due to the construct mount’s unusual nature.
  To create a construct with a mind and body that are constantly changing and improving, the construct rider must manufacture vast quantities of clockwork or animating reagents. As such, the construct rider can never gain the mutagen or cognatogenUM ability, even from a discovery or another class.
  At first, his mount is a singular masterpiece created during a momentary stroke of brilliance. At 4th level, the construct rider gains Craft Construct as a bonus feat and can use his extracts instead of spells to meet spell prerequisites when crafting other constructs.This ability replaces Brew Potion, mutagen, and the discovery gained at 4th level.
Diminished Extracts: A construct rider may prepare one fewer extract of each level than normal. If this reduces the number to 0, he may prepare extracts of that level only if his Intelligence allows bonus extracts of that level.
Construct Rider Discoveries (Su): The construct rider can select from the following archetype-specific discoveries in
place of an alchemist discovery.
  Internal Reservoir (Ex, Sp): The construct mount contains a reservoir tank than the construct rider can fill with one dose of a potion or extract the construct rider created. As a move action that doesn’t provoke an attack of opportunity, the construct mount can apply the potion or extract to itself. Refilling the reservoir is a complicated process that requires a DC 20 Craft (alchemy) check. Failure destroys the potion or extract. The process requires 1 minute, and provokes attacks of opportunity. A construct rider must be at least 6th level before selecting this discovery.
  Vaporizing Reservoir (Ex, Su): The construct rider upgrades his mount’s reservoir, adding a compartment near the mouth which stores a bomb. Loading the bomb requires the same process as loading an extract or potion. A construct mount loaded with a bomb can unleash it as a breath weapon in a 15-foot cone or a 30-foot line as a standard action, dealing damage as a direct hit against all targets in the area of effect. The alchemist selects a line or cone area when loading the reservoir. Because the construct mount lacks the alchemist’s Throw Anything ability, the alchemist’s Intelligence bonus doesn’t apply to this damage. A construct rider must be at least 8th level and possess the internal reservoir discovery before selecting this discovery.
  Widened Vaporizer (Su): When the construct mount uses its breath weapon from the vaporizing reservoir discovery, it can also unleash a 30-foot cone or a 60-foot line. A construct rider must be at least 10th level and possess the internal reservoir and vaporizing reservoir discoveries before selecting this discovery.

新炼金术师科研发现
材料掌握(EX)(PFS不可用)
你对材料类型的深刻认识让你在制造魔法物品时可以轻松的忽略法术要求。在制造魔法物品时,花费一个和要求法术同学派同等级的化合,你为忽视法术要求而承受的减值由-5变为-2。
奥术学识:你深入研究世间的一切事物是如何相互关联的,这帮助你能够施展非常有限数量的法术。选择一个法师/术士法术列表上的法术,它必须比你所知的最高的化合环级低两环(是所知,不是所能释放!),你可以将这个法术作为一个奥术进行准备并施放。准备这个法术需要占用比法术环级高一级的化合位置。你的施法者等级等于你的炼金术师等级,并且豁免DC和专注检定基于智力。你将这个法术视为在你的法术列表上,以作为使用法术完成型和法术触发性物品的先决条件。你可以多次选择这个科研发现,每次选择,你可以获得另一个法师/术士列表上的法术。
注炸蚊蝠(Su)
以一个整轮动作,你可以花费两个每天的炸弹数量来创造一个注炸蚊蝠,一种携带炸弹的超小型的构装体(如果你拥有多种炸弹类型,你必须在创造蚊蝠时选择携带哪类炸弹)。未下指令时,他们会在你的格子里围绕者你,并尽可能的个随你。它们可以正常的被攻击,但是在你的格子里时获得你的遮蔽。以一个迅捷动作,你可以命令一只注炸蚊蝠攻击一个它能看到的敌人。一旦接受攻击指令,注炸蚊蝠就会在每轮持续攻击敌人,尝试附着并施放其装载。
注炸蚊蝠采用蚊蝠的所有数据,但是没有吸血能力。一旦在其回合结束时附着在一名敌人身上,它就会将你的炸弹注入目标血液,造成直接命中的伤害再加上你的智力调整值(如同随手投掷效果,这个伤害是直接命中伤害不造成溅射伤害)注炸蚊蝠会在注射完炸弹后立即死亡,一只注炸蚊蝠可以存在1分钟/炼金术师等级,或者被摧毁;如果直至其失效,注炸蚊蝠也未能附着在一名敌人身上,那么他所携带的炸弹就会失效。选择这一科研发现需要6级炼金术师等级。


死秘探者 DREAD INVESTIGATOR (调查员变体)PFS不可用

Live bodies are so... fragile.
                                                         ——Yorick
死秘探者观察死亡之后的事情,以深入探究死亡的奥秘来磨练自己的直觉。他们开掘坟墓是为了获取尸体作为研究材料而非攫取棺椁中的财富。大部分的死秘探者侍奉厄加图娅,而其他的掘墓者可能只是那些习惯于向不死者追求自己事业的单纯探索者,或者奥斯里昂学者。

延迟灵感 Delayed Inspiration:一个死秘探者将会在第4级而非第1级获得灵感,会在第7级而非第4级获得战斗策略和策士之击。这改变了灵感,战斗策略和策士之击。

防腐液 Embalming Fluids(EX):一名死秘探者将以下法术加入他的化合列表:1环-尸体圣化(Sanctify Corpse);2环-遗体防腐(Gentle Repose)/次级操纵尸体(Animate Dead, Lesser);3环-操纵死尸(Animate Dead)/死者交谈(Speak with Dead);4环-永恒安眠(Rest Eternal)。死秘探者可以让这些化合对尸体生效,就如同他拥有灌注(Infusion)炼金发现后可以将化合作用于其他生物。这种能力取代毒药知识。

负能量抗性 Negative Energy Resistance (Ex): 二级时,死秘探者在对抗死亡效果,能量汲取和负能量的豁免上获得+2的加值。这个加值将会在5级时增长为+4,在8级时增长为+8(一般不都是+6么,直接再翻番的我还是第一次见)。在11级时,由不死生物造成的属性汲取,属性伤害和能量汲取对死秘探者只造成一般的效果(最低1点属性汲取、属性伤害,或者1个负等级)这个能力取代毒素抗性和毒素免疫。

调查员天赋 Investigator Talent:当死秘探者选取炼金术士发现作为调查员天赋时,他可以选择以下炼金术士发现:炼金僵尸UM,木乃伊化UM,保存器官UM,

复活液 Reanimation Fluid(EX):在第7级时,死秘探者将亡灵形态I 加入其公式簿,并且他可以将这个化合使用给一个无意识的生物,就如同他有灌注炼成APG发现。如果这名接收者在化合生效时陷入濒死,他会自动稳定伤势并获得等于死秘探者等级两倍的临时生命。死秘探者可以选择不让化合立即生效,而是维持10分钟/每等级的时间。死秘探者可以在该化合持续的任意时间以一个标准动作激发化合作用,或者在化合接受者的HP降到0或者更低时自动生效。死秘探者也可以深度激发这剂化合的力量,使其变为亡灵形态II,但是这会导致该化合的持续时间减少为1轮/每等级,并且使用者的HP将会在效果结束后降至-1。
  13级时,死秘探者将亡灵形态II加入公式簿;19级时,将亡灵形态III加入公式簿。这两个化合的使用方法和亡灵形态I完全相同,包括激发为更高级的亡灵形态法术。本能力取代调查员在7级、13级、19级获得的调查员天赋。
剧透 -   :
Delayed Inspiration: A dread investigator gains inspiration at 4th level instead of 1st and gains studied combat and studied strike at 7th level instead of 4th. A dread investigator’s studied strike deals 1d6 fewer points of damage than normal. This alters inspiration, studied combat, and studied strike.
Embalming Fluids (Ex): A dread investigator adds thefollowing spells to his class list of extracts: 1st—hide from undead, sanctify corpseUM; 2nd—gentle repose, lesser animate deadUM; 3rd—animate dead, speak with dead; 4th—rest eternalAPG. A dread investigator can use these extracts to affect dead bodies as if using the infusion discovery to affect another creature. This ability replaces poison lore. Negative Energy Resistance (Ex): At 2nd level, a dread investigator gains a +2 bonus on saving throws against death effects, energy drain, and negative energy. This bonus increases to +4 at 5th level and +6 at 8th level. At 11th level, effects created by undead that inflict ability drain, ability damage, or energy drain have only half their normal effect on a dread investigator (minimum 1 point of ability damage or ability drain, or 1 negative level). This ability replaces
poison resistance and immunity.
Investigator Talent: When a dread investigator selects the alchemical discovery talent, he can select from the following additional discoveries: alchemical zombieUM, mummificationUM, or preserve organsUM.
Reanimation Fluid (Ex): At 7th level, a dread investigator adds undead anatomy IUM to his formula book, and he can share this extract with an unconscious creature as if he had the infusion discovery. If the creature is dying when it receives the infusion, it stabilizes and gains temporary hit points equal to twice the dread investigator’s level. Rather than having the extract take effect immediately, the dread investigator may choose for the extract to remain latent for up to 10 minutes per level. He can trigger the extract’s effect at any point by touching the creature as a standard action, and it automatically triggers if the creature using it is reduced to 0 or fewer hit points. The dread investigator can also amplify the effect of the extract, allowing it to function as undead anatomy IIUM, but this reduces the extract’s duration to 1 round per level and at the end of its duration the creature using the extract is reduced to –1 hit points. At 13th level, a dread investigator adds undead anatomy I to his formula book, and at 19th level undead anatomy IIIUM, which he can use in the same way, including amplifying the effect of the extract to the next-higher-level undead anatomy spell. This ability replaces the investigator talents gained at 7th, 13th, and 19th level.


联结法师 BONDED WIZARD (法师变体)

很多法师都会和一个物品建立奥术联结,但是其中一些将这种联结变为了强大的魔法联合。

奥术联结 Arcane Bond(Ex):联结法师必须选择联结物品。联结物品的HP和硬度每联结法师等级提升1。

隐藏联结 Hidden Bond (Sp):联结法师可以改变联结物品的外观和魔法灵光,如同使用易容术和魔法灵光法术,但是只对联结物品有效。联结物品隐藏过后的外形仍然属于它的物品类型(如武器或者戒指)。这个能力取代了抄录卷轴。

联结力场 Bonded Force (Su): 5级时,联结法师可以从他穿戴或使用的联结物品中引导出纯粹的力场力量来创造工具、护甲和武器。他获得一个等于他法师等级一半大小的力场池。她可以以一个标准动作从力场池中支付1点来创造力场联结,如同一个法师护甲(持续1小时),护盾术(持续1分钟),或者灵能武器(如同一件简易或军用武器,使用联结法师的智力调整值而非感知调整值决定灵能武器的攻击加值,并持续每法师等级1轮)。该效果是可见的,并且显示出护甲、盾牌、和武器的通常外形。并且总会有一些来自联结物品的可见特征(如联结戒指的图案表现为护甲或盾牌上的纹章)。
   9级时,联结法师在创造法师护甲、护盾术时,其护甲加值和盾牌加值+1,并且在灵能武器上获得+1增强加值。该加值会在13级和17级时再+1。当联结法师使用灵能武器时,可以减少1点增强加值,使灵能武器的重击威胁范围翻倍,如同锐锋术的效果。而当他使用法师护甲和护盾术时,则可以将其加值减少1点,使其有一定几率把重击或偷袭转化为普通攻击,如同次级护命护甲。
   此外,联结法师也可以花费1点力场池来创造一个工具,如同旅者万用工具。该工具的AC和HP如同灵能武器,并且会存在10分钟。工具提供的环境加值一开始为+2(如同精致品工具),在9级时为+3并且每4级+1,直到17级时,达到+5。
   联结法师同时只能拥有一个力场联结,当他创造一个新的力场联结时,旧的力场联结立刻消失,该能力替换了法师在5级和15级时获得的奖励专长。

重塑联结 Reshape Bond (Sp):10级时,联结法师可以修复他的联结物品,或者每天一次以一个整轮动作改变联结物品。改变联结物品如同变形万物效果,但是不会改变物品的魔法效果(包括其装备栏),修复联结物品则如同完全修复术。廉洁务实也可以牺牲一个准备好的法术来修复联结物品,每牺牲法术的环数增加1d6的损伤修复。这个能力取代了法师10时的奖励专长。
剧透 -   :
Arcane Bond (Ex): A bonded wizard must select an item as her arcane bond. The bonded object’s hit point and hardness increase by +1 per level the bonded wizard possesses.
Hidden Bond (Sp): A bonded wizard can change the appearance and magical aura of her bonded item at will, as if using disguise self and magic aura, but affecting only the item; for the purpose of disguise self, the item’s item type (such as weapon or ring) is its creature type. This ability replaces Scribe Scroll.
Bonded Force (Su): At 5th level, a bonded wizard wearing or wielding her bonded object can channel magical energies through it to create tools, armor, and weapons from pure force. She gains a pool of force points equal to half his wizard level. She can expend 1 point from his force pool as a standard action to create an effect that acts as mage armor (lasting 1 hour), shield (lasting 1 minute), or spiritual weapon (any simple or martial weapon, using her Intelligence modifier to determine its attack bonus rather than Wisdom and lasting 1 round per wizard level). These effects are visible; they take the appearance of armor, shields, or weapons as appropriate, and they always have some visual detail reminiscent of the wizard’s bonded item (such as the pattern of a bonded ring appearing as decoration on a mage armor or shield effect).
  At 9th level, when the bonded wizard uses bonded force for mage armor, the armor bonus increases by 1; when she uses bonded force for shield, the shield bonus increases by 1; and she gains a +1 enhancement bonus on attack and damage rolls when using bonded force for spiritual weapon. The increases for mage armor and shield and the enhancement bonus for spiritual weapon improve by an additional 1 at 13th level and again at 17th level. When she uses bonded force for spiritual weapon, the bonded wizard can choose to reduce this enhancement bonus by 1 to double the spiritual weapon’s critical threat range as the keen weapon property, and for mage armor or shield, she can choose to reduce the armor or shield bonus by 1 to protect herself from critical hits and sneak attacks as the light fortification armor property.
  Alternatively, the bonded wizard can expend a point from her force pool to create a tool of force, which functions as a masterwork version of a simple tool of her choice that could be reproduced by a traveler’s any-tool (Ultimate Equipment 323). The tool has the same AC and durability as a spiritual weapon and lasts for 10 minutes. The circumstance bonus the tool of force grants to appropriate skill checks starts at +2 (as masterwork tools) and increases to +3 at 9th level, and by an additional +1 every 4 levels thereafter, to a maximum of +5 at 17th level.
  A bonded wizard can only have one instance of bonded force active at a time. If she uses this ability again, any previously created force construct immediately ends. This ability replaces a wizard’s bonus feats normally gained at 5th and 15th level.
Reshape Bond (Sp): At 10th level, a bonded wizard can repair her bonded item or turn it into another object once per day as a full-round action. Transforming it functions as polymorph any object, but does not alter the item’s magical properties (including its item slot), while repairing it functions as make whole. The wizard may also sacrifice a prepared spell in order to repair an additional 1d6 points
of damage per level of the sacrificed spell. This replaces the wizard’s bonus feat normally gained at 10th level.


祖先魂域 Ancestors(萨满魂域)

祖先魂域的散漫拥有睿智的眼睛,浓密白色或银色头发。当他微笑或怒目时,脸上的细碎皱纹将会变得更加明显。当啊呼唤祖先魂域的力量时,他的头发就会如同火焰般向上张起,并抖动沙沙作响。

魂术:隐形仆役(2级),灵能武器(4级),英雄气概(6级),灵能盟友(8级),心灵遥控(10级),高等英雄气概(12级),幻化灵体(14级),灵视(16级),星界投射(18级)

巫术:祖先魂域的萨满可以选择下列巫术。
先祖祝福(Ancestral Blessing)(Su):萨满可以将祖先的祝福授予30尺内任意盟友。受到祝福的生物在攻击和伤害上获得+1表现加值。这一祝福持续到该生物进行一次攻击或者对一个目标造成伤害。萨满同一时间只能维持一个祝福,一旦萨满再次使用此能力,前一个祝福的效果立即结束。在第8级和第16级,该祝福提供的加值再加1。
幽冥之刃(Ghost Blade)(Su): 萨满可以触摸一个生物,授予他的武器幽冥附魔效果,持续轮数等同于他的魅力修正值。一旦一个生物接受过该巫术,受影响生物24小时内无法再成为该巫术目标。
乞灵于祖(Intercessor)(SP):祖先萨满可以互换一个先祖的灵魂进入一具完整的类人生物或人形怪物的躯体。来了解该躯体活着时的所知。这个行为如同“死者交谈”法术,但是只能提出一个问题,并且该尸体不能第二次成为该能力的目标。
亡者力量(Might of the Fallen)(Su):萨满可以召唤家族的英雄祖先援助状况不佳的队友。以一个标准动作,萨满可以治疗接触的生物1点临时属性伤害。在7级时,可以治愈1d4点零食属性伤害。一旦一个生物接受过该巫术,该生物24小时内无法再成为该巫术目标。
岁月智慧(Wisdom of the Ages)(Su):萨满可以呼唤祖先的知识和教导,她使用感知修正取代智力修正来进行知识检定。

魂兽:萨满的魂兽拥有灰色或者银色的皮毛,并且会长出长胡子或者类似的眉毛。魂兽可以讲并理解等于萨满魅力调整值的额外语言。

精魂之力:
祖先议会(Ancestor’s Council)(Su):作为一个标准动作,萨满可以呼唤她的祖先在30英尺范围内为所有盟友提供建议和帮助。在萨满的下一回合开始之前,盟友在攻击骰、豁免骰、属性检定、技能检定上获得+2。萨满每天可以使用该能力次数为:3+魅力调整值。

高等精魂之力:
传古之兵(Ancestral Weapon) (Su):以一个标准动作,萨满可以从家族的历史中召唤一个适合体型的简易或军用+1武器。他总是被视为擅长这件武器,在15级和19级,这件武器的增强加值再+1。在11级,这件武器获得幽冥效果。萨满每天可以使用这个能力的瞬间等于他的萨满等级。这一能力无需一次用完,但是每次使用必须持续至少1分钟。这件武器将会在离开萨满持握一轮后小时。

最终精魂之力:
祖先守卫(Ancestral Guardian)(Sp)萨满可以呼唤祖先的古代盟友现身并帮助他,即使他们已经成为了多元宇宙中的另一个生物。每日一次,祖先萨满可以使用“异界盟约”。即使作为类法术不需要材料花费,但是呼唤的异界盟友仍然会如正常法术一样要求服务或者报酬。

显圣:到达20级时,萨满成为了祖先精魂中的一员。他在意志或面上获得等于魅力调整值的加值,60尺盲感,并且所有预言系法术的施法者等级+4。每天一次,他可以以类法术形式释放“星界投射”,并且不需要材料成分。(虽然价值1000gp的红锆石相当昂贵,但是作为20级角色,真的缺这点钱么)

剧透 -  原文:
ANCESTORS (SHAMAN SPIRIT)
A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.
Spirit Magic Spells: unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th).
Hexes: A shaman who chooses the ancestors spirit can select from the following hexes.

  Ancestral Blessing (Su): The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.
  Ghost Blade (Su): The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours.
  Intercessor (Sp): The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life. The acts as speak with dead, but the shaman may ask only a single question. If an animated corpse or undead is targeted with this ability, the hex immediately fails. Once a corpse has answered a single question, it cannot be targeted with this ability again.
  Might of the Fallen (Su): The shaman can call upon the ancestral heroes of her family to bolster ailing allies. As a standard action, the shaman can cure 1 point of temporary ability damage affecting the creature touched. At 7th level, this increases to 1d4 points of temporary ability damage. Once a creature has been the target of this hex, it cannot be the target of this hex again for 24 hours.
  Wisdom of the Ages (Su): The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Spirit Animal: The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.
Spirit Ability: A shaman who chooses the ancestors spirit as her spirit or wandering spirit gains the following ability.
Ancestor’s Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Greater Spirit Ability: A shaman who chooses the ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Ancestral Weapon (Su): As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp.

True Spirit Ability: A shaman who chooses the ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
  Ancestral Guardian (Sp): The shaman can call on the ancient allies of her ancestors to physically appear and assist her, even if they have moved on to new roles in the cosmos. Once per day as a standard action, the shaman can cast planar ally. Although there is no cost to use the spelllike ability, the planar ally demands payment for services it performs as normal for the spell.

Manifestation: Upon reaching 20th level, the shaman becomes one with the spirits of her ancestors. She gains a bonus on Will saving throws equal to her Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus to her caster level for all divination spells. She can cast astral projection as a spell-like ability once per day without requiring material components.
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合奏 Basic Harmony(团队)
你与盟友的表演交织共鸣
先决条件:吟游表演或战怒之歌职业能力
专长效果:如果你的队友也有此专长,你可以进行一次DC10的表演检定以协助该队友的表演检定,如果你的检定成功,那么检定结果每有5点,该队友就能获得+1的援助加值(检定10点获得+2,检定15点获得+3,以此类推)。如果你的协助未成功,那么你的盟友会受到-5的援助罚值。
正常情况:援助他人动作只提供+2加值
剧透 -   :
Basic Harmony (Teamwork)
Your performance interweaves with and enriches your ally’s skills.
Prerequisite: Bardic performance or raging song.
Benefit: You can attempt a DC 10 Perform check to aid the Perform check of an ally who also has this feat. If you succeed, your ally gains a +1 bonus for each 5 points of your check result; a check result of 10 grants a +2 bonus, a result of 15 grants a +3 bonus, and so on. If you fail, the discord applies a –5 penalty on your ally’s check.
Normal: Aid another checks grant a +2 bonus.

大合奏 Compelling Harmonies(团队)
你的协奏技艺甚至可以加强盟友的魔法。
先决条件:协奏曲,表演(键盘、打击、演唱、弦乐、吹奏)10级,吟游表演或战怒之歌职业能力
专长效果:以一个标准动作,你可以花费你一轮表演来增强60尺内队友的表演效果(同样拥有该专长)。直到你的下回合开始,如果该盟友的表演需要进行豁免,则该豁免的DC+2。
剧透 -   :
Compelling Harmonies (Teamwork)
Your harmonies reinforce and empower your allies’ magic.
Prerequisites: Basic Harmony, Perform (keyboard, percussion, sing, string, or wind) 10 ranks, bardic performance or raging song.
Benefit: As a standard action, you may expend one round of bardic performance to boost the effectiveness of
the bardic performance of an ally within 60 feet who also has this feat. Until the beginning of your next turn, if that ally uses a bardic performance that allows a saving throw, increase that saving throw DC by 2.

华彩合奏 Counterpoint to Inspiration(团队)
你使盟友士气高昂,而敌人畏惧。
先决条件:协奏曲,大合奏,表演(键盘、打击、演唱、弦乐、吹奏)10级,吟游表演或战怒之歌职业能力
专长效果:当60尺内有一名拥有该专长的盟友在使用吟游表演或战怒之歌赋予队友士气加值或表现加值时,你可以进行相同的表演来使该加值再+1。这个加值仅在你们两个同时进行相同表演时才能有效,并且不会受到余音绕梁的延长。超过两人以上的协奏不会使加值继续增加。
剧透 -   :
Counterpoint to Inspiration (Teamwork)
As your allies’ morale swells, your enemies falter.
Prerequisites: Basic Harmony, Compelling Harmony, Perform (keyboard, percussion, sing, string, or wind) 10 ranks, bardic performance or raging song.
Benefit: When an ally with this feat is within 60 feet and uses a bardic performance or raging song that grants allies
a morale bonus or competence bonus, you may perform the same bardic performance or raging song to increase those bonuses by +1. This increase only lasts as long as you and your ally each maintain the same performance, and cannot be extended with effects like Lingering PerformanceAPG. Additional bards with this feat beyond the second don’t increase the bonuses further.

艺术外交
你的音律技巧、时机把握或语言控制力让你看起来更迷人。
先决条件:魅力13,表演(任何)1级,吟游表演或战怒之歌职业能力
专长效果:你可以以表演检定而非交涉检定来改变NPC角色对你的态度。或者,你可以尝试称赞另一名角色,以表演检定来改善NPC对该角色的态度,这样做会使检定DC增加5点。使用该专长的两种能力都需要至少5分钟的表演时间。你不能以这种方式将NPC的态度改善到友善(friendly)以上,但是如果你能使NPC的态度上升到乐于帮助 (Helpful),那么在24小时内对于该NPC,你的的下一次正常的交涉检定获得+2加值。
 如果战役使用了“人脉规则”(极限战役148),视你的表演,可算作培植人脉的5次积极互动中的4次。
剧透 -   :
Charming Performance
Your musical skill, dramatic timing, or mastery of language make you seem more personable.
Prerequisites: Cha 13, Perform (any) 1 rank, bardic performance or raging song.
Benefit: You can use Perform, rather than Diplomacy, to improve an NPC’s starting attitude toward you. Alternatively, by praising another character, you may use Perform to improve an NPC’s starting attitude toward another character, though the DC for doing so is increased by 5. Either use of this feat requires at least 5 minutes of performance. You can’t improve an NPC’s attitude beyond friendly in this way, but if you would have made them helpful, you gain a +2 bonus on your next normal Diplomacy check against that NPC attempted within 24 hours.
  If the campaign uses the contact rules (Ultimate Campaign 148), seeing you perform can count as up to four of the five
positive interactions required to cultivate a contact.

煽动情绪/嘴炮侠 Rouse Emotions
你可以运用你的才艺鼓动群众的情绪,使他们转向攻击你的敌人。
先决条件:魅力13,艺术外交,表演(任何)5级,吟游表演或战怒之歌职业能力
专长效果:你可以对60尺范围内的所有生物使用艺术外交专长。此外,你可以改变人群对某一个人的态度,你也可以尝试改变人群对某一个他们熟悉且有明确定义的群体的态度(如特定的国家,组织或宗教)。在以煽动情绪改变人群对一个群体的态度时,将会受到-5的罚值,因为创造针对一个群体的情绪总是比针对个人要难。改变人群的态度起始DC为30,每有5个人在人群中就会使DC+1,你无法使用煽动情绪改变人群的态度超过一个等级,也无法使他们态度到达敌对 (Hostile)和乐于帮助 (Helpful)。
剧透 -   :
Rouse Emotions
You can sway the hearts of an entire crowd with your art, or turn them against your enemies.
Prerequisites: Cha 13, Charming Performance, Perform (any) 5 ranks, bardic performance or raging song.
Benefit: You can use Charming Performance on all  creatures within 60 feet. In addition to swaying the crowd’s starting attitude toward a single person, you may choose to sway the crowd’s attitude toward a well-defined group with which they are familiar (such as a specific nation, organization, or religion). An attempt to rouse emotions about a group takes a –5 penalty due to the difficulty of creating strong feelings toward an entire group rather than a specific individual. The DC for this check is 30 + 1 for every five people in the crowd to be affected. You can’t use Rouse Emotions to change a crowd’s attitude by more than one step, or to make it helpful or hostile.


以下专长适合不死族的领导者,或者他们对手的领导者。

炽热导能 Blazing Channel
你的神圣力量令不死生物如陷火海。
先决条件:驱散死灵,引导正能量职业特性
专长效果:当你使用驱散死灵专长时,如果死灵生物在豁免中失败,会令他们陷入神圣烈火中。这个效果如同着火(CRB444),但是这将造成神圣伤害(如火焰打击神圣伤害)而非火焰伤害。水无法扑灭这种神圣火焰,但是任何治疗了该不死生物的超过5点伤害的负能量可以立即熄灭这火焰。
剧透 -   :
Blazing Channel
Your holy power burns the undead like fire.
Prerequisites: Turn Undead, channel positive energy class feature.
Benefit: When you use your Turn Undead feat, undead failing their saving throw are engulfed in holy fire. This functions identically to catching on fire (Core Rulebook 444), but the damage dealt is divine (like the divine damage from f lame strike) rather than fire. Water cannot extinguish this holy fire, but any negative energy effect that heals the creature of at least 5 points of damage extinguishes the flames instantly.

导能浪潮 Channel Surge
你是释放神圣或亵渎之力的强力渠道。
先决条件:引导能量或圣疗职业特性
专长效果:当你引导能量或者释放圣疗时,可以以一个整轮动作,花费两发该能力来将治疗或伤害量增加50%。
剧透 -   :
You are a mighty conduit of sacred or profane power.
Prerequisite: Channel energy or lay on hands class feature.
Benefit: When you channel energy or lay on hands, you may expend two uses of the ability as a full-round action to increase the amount of healing or damage you do by +50%.

尸骸成军 Charnel Soldiers
无意识的亡灵在你的指挥下,如同老练的战士一样战斗。
先决条件:任何团队专长,可以创造或操纵不死生物
专长效果:当你创造不死生物时,如同获得奖励专长一般,它们可以获得一个你拥有的团队专长。它们只能在和你或者和你创造的其他不死生物配合时才能享受专长的效果。如果你使用命令死灵专长或者类似的法术,只要它们处于你的控制下,它们同样获得一个你所拥有的团队专长,如同奖励专长。有智慧的不死生物不能从此专长中获益。
剧透 -   :
The mindless undead you command fight together like seasoned warriors.
Prerequisites: Any teamwork feat, ability to control or create undead.
Benefit: When you create undead, they gain one teamwork feat you know as a bonus feat, though they gain its benefits only when cooperating with you or with other undead that you have created. If you control undead with the Command Undead feat or a spell like command undead, they likewise gain one teamwork feat you know as a bonus feat as long as they remain under your control. Intelligent
undead gain no benefit from this feat.

炽阳法术 Solar Spell(超魔)
你的法术爆发出太阳的灼热之光,致盲或燃烧邪恶生物。
专长效果:任何你施放的带有[光]描述符的法术都会被太阳的圣洁能量强化。如果该法术创造出一片光亮区域,所有在法术范围内的生物都会持续目眩。只要留在法术范围内,即使是泥怪、菌类、阴影生物以及不死生物也必须通过意志豁免(DC=10+法术等级+你的感知或魅力调整值),才能避免在攻击骰、伤害骰、豁免、技能、属性检定上的-2罚值。如果法术本来就会造成目眩或者目盲效果,并且持续时间并非瞬间或永久,那么效果的持续时间增加等于法术原本等级的轮数。豁免如果能减少效果时间或者避免效果,仍然可以应用或者避免这一增长轮数。
  当法术伤害到有阳光易伤特性的泥怪、菌类、阴影生物以及不死生物时,那么每个伤害骰获得+1的额外伤害,炽阳法术需要占用高于原本1个环级的法术位。
剧透 -   :
Solar Spell (Metamagic)
Your spells erupt with the searing light of the sun, blinding or burning creatures of evil.
Benefit: Any spell you cast with the light descriptor is fortified with the cleansing energies of the sun. If the spell creates an area of light, all creatures are dazzled for as long as they remain within the spell’s area. Oozes, fungal creatures, creatures from the Shadow Plane, and undead must also succeed at a Will save (DC 10 + the spell level + your Wisdom or Charisma bonus) or take a –2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for as long as they remain within the spell’s area. If the spell normally dazzles or blinds affected creatures with a duration other than instantaneous or permanent, the
duration of that effect is increased by a number of rounds equal to the spell’s original level. Saving throws to remove the effect early still apply and can bypass this increase.
  If the spell deals more damage against oozes, fungal creatures, creatures from the Shadow Plane, or undead with a specific vulnerability to sunlight, the spell deals 1 additional point of damage per die against such creatures. A solar spell uses up a spell slot 1 level higher than the spell’s actual level.
« 上次编辑: 2016-05-28, 周六 00:04:18 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
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背景特质(家族):各种自由心证,难怪PFS不开
« 回帖 #2 于: 2016-05-24, 周二 22:24:11 »
家族背景(FAMILY TRAITS)
  这种新的背景特质允许你为你的家族情况注入新的机制优势。和其他的背景特质类型不同,你可以选择不止一个家族背景特质。(所以被禁了啊!)这些特质中的大部分只对你的家族的成员生效,或者需要另一个角色拥有相同的特质并在附近才能获得收益。一个角色在计算有相同特质时,他们必须是你的家族成员。
  由GM裁定,“家族”对于某些特质,实际上可以是另一组紧密的人际关系或共同利益,如武校、军队、会社或者犯罪组织。然而这种情况下,他们成为社会特性,并且限制只能选一个。
剧透 -   :
This new trait type allows you to inject a mechanical edge into the dynamics of your family. Unlike other trait types, you are not limited to a single family trait per character. Many of these traits work only on a member of your family, or require another character with the same trait to be nearby for the benefits to apply. For a character to count as having the same trait, they must be your family member. At the GM’s discretion, the “family” for some of these traits could in fact be another group with strong interpersonal
ties and common interests, such as a martial arts school, army unit, mutual protection society, or criminal gang. In this case, however, they become Social traits, which limits the character to one trait.

生死相托 Tight Bonds:无论是兄弟姐妹、配偶还是同宗忠诚成员,选择这个特质的角色对彼此承诺不可分离。你的伙伴或伴侣也必须拥有这个特质。你在对抗魅惑和胁迫的意志豁免上获得+1背景加值,当你的伴侣或伙伴在你60尺范围你,并且魅惑或胁迫的效果会让你伤害她,那么这个加值提高为+3.
剧透 -   :
Tight Bonds (Family): Whether siblings, spouses, or dedicated members of the same clan, characters who take this trait are an inseparable pair committed to each other. Your partner or partners must also have this trait. You gain a +1 trait bonus on Will saves against charm and compulsion effects if a partner is within 60 feet, increasing to +3 against a command to compromise your relationship or harm a partner.

背信弃义 Betrayal of Trust:如果你有“生死相托”特质,你可以在决定背叛的时候将其变为这个特质(你不必等到你真正做出背叛行为)。你在唬骗上获得+2背景加值,并在否认你的背叛时上升至+4。无论是针对原来的关系还是新的关系,都有可能让你重新恢复“生死相托”特质,但是这需要充实的角色工作,并且GM有权决定是否能够恢复原来的情况。(恕我直言,这两个背景总是让我联想到渣男和三角恋,特别是竟然还可以复合!)
剧透 -   :
Betrayal of Trust (Family): If you have the trait Tight Bonds, you swap it for this trait at the moment you decide to betray the relationship. (You need not wait until you have actually committed an act of betrayal.) You gain a +2 trait bonus on Bluff checks, increasing to +4 on checks specifically made to conceal or deny your infidelity. It is possible to regain the Tight Bonds trait, for either the same or a different relationship, but it requires substantial in-character work. The GM decides when this trait reverts
back to the original one.

血脉共鸣 Blood Resonance:选择一个种族,并继承其模板(如半龙),或者选择一个你每天至少可以使用3次的血统能力。每天一次,当你60尺内有另一个角色和你同样属于这个种族,模板或血脉,你可以运用这种能力并不计入你的每日能力次数。
剧透 -   :
Blood Resonance (Family): Select one racial, inherited template (such as half-dragon), or bloodline ability you can currently use at least three times each day. Once per day when you are within 60 feet of another character with this family trait who shares the race, template, or bloodline, you can use the selected ability without it counting against your normal daily limit.

家庭特色 Family Resemblance:你有来自家族的一些普通而易于辨认的特征。当一名生物对你家族的另一名成员的态度是友善或者乐于助人时,你在对它的改善态度的交涉检定上获得+4背景加值,并在伪装成家族另一名特定成员的易容上获得+2加值。但同时也在伪装成非你家族的人物时的易容检定上获得-2罚值。(哈布斯堡的下巴,不是区区易容术就能掩盖的!)
剧透 -   :
Family Resemblance (Family): You have some of the common, recognizable features of your family. You gain a +4 trait bonus on Diplomacy checks made to improve the attitude of a creature that has a friendly or helpful attitude toward another member of your family, and a +2 bonus on Disguise checks to look like a specific member of your family. You also take a –2 penalty on Disguise checks to look like anyone who is not a member of your family.

祖传技艺 Family Trade:选择一项技能。所有拥有这一特质的家族成员都必须选择相同的技能,这个技能将成为你的本职。并且当周围60尺内有同样有这一特质的家族成员时,你在该技能上获得+2背景加值。
剧透 -   :
Family Trade (Family): Choose one skill. All family members with this trait must choose the same skill and it is always a class skill for you. When you are within 60 feet of a family member with this trait, you gain a +2 trait bonus on checks with this skill.

荣誉联结 Honor-Bound:家族的荣誉将你们聚在一起,为了共同的目标前进。在GM的帮助下,选择一个你们家族必须要完成的使命。每天一次,当你60尺内有同样特质的家庭成员,朝着目标努力并处于直接危险中时(由GM裁决),在一次豁免或技能鉴定商获得+1背景加值。
剧透 -   :
Honor-Bound (Family): The family’s honor is tied to a shared goal binding you all together. With the aid of the GM, choose a task that your family is bound to accomplish. Once per day, when you are within 60 feet of another character with this trait, you can gain a +1 trait bonus on a single saving throw or skill check when progress toward the goal is directly at stake (at the GM’s discretion).

争胜心 Rivalry:如果你看到了60尺内另一名有此特质的家族成员在一次战技或技能检定中失败,你在1轮之内进行的相同战技或技能检定获得+1背景加值。
剧透 -   :
Rivalry (Family): If you see a family member with this trait within 60 feet of you fail a combat maneuver check or a skill check, you gain a +1 trait bonus on checks to perform the same combat maneuver or use the same skill for 1 round.
« 上次编辑: 2016-06-11, 周六 21:35:38 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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占楼:法术
« 回帖 #3 于: 2016-05-24, 周二 22:24:25 »

亡灵日行 DAYWALKER
学派:死灵系;等级:反圣武士4,牧师5,术士/法师5,女巫5
施法时间:1个标准动作
成分
:声音、姿势、材料(装着邪水的黑色玻璃瓶)
范围:接触
目标:接触的不死生物
持续:24小时
豁免:无
法术抗性:可(无害)
  你将一个自愿的不死生物的肉体重塑,使之如同同体型的呼吸的活物一般。这将物理性的改变不死生物的骨头、肉体或者虚体性质,增加新的骨肉甚至牙齿、头发和血液,所有这一切都显示出虚假的生命迹象。这将会模仿出生物的呼吸和其他生理活动。灵体不死生物将会在法术的作用下不再是灵体状态,而是获得一具尸身。任何和亡灵进行接触的生物可以进行一次察觉检定(DC=30或者DC=21+不死生物的易容加值,以高者为准)来判断出生命特征的虚假,一次深入的医疗检查也可以揭示死亡肉体的真相。
  如果不死生物拥有气势凶猛、虚体、强光失明、强光敏感、恶臭、阳光虚弱、反自然灵光能力,法术将会压制这些效果。在法术效果下,不死生物无法通过接触造成伤害、属性汲取、能量汲取。这个法术的目标可以以一个标准动作结束法术效果。
« 上次编辑: 2016-06-13, 周一 23:13:50 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
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占楼:奇物与物品
« 回帖 #4 于: 2016-05-24, 周二 22:24:58 »
魔法物品
魔法容器是按凡人的意愿诱骗并束缚异界生物的经典方法。如召唤枷锁和收妖瓶,这类物品会有助于强迫不情愿的生物提供服务。
虽然使用这些即时束缚设备必然会恶化任何召唤物和召唤者的关系,但是这毕竟为凡人施法者提供了一个和那些聪明而不朽的异界存在进行谈判的希望。


囚禁之笼
灵光:强力惑控系 施法者等级:15
价格:160,000GP
位置:—
  每天一次,这个微小的黄金线笼可以捕捉一名虚弱的异界生物。这名目标异界生物必须被呼唤(Call)而来,或任何物理性的状态。囚禁之笼无法作用于召唤(Summon)生物。而且在整个捕捉的持续过程中,该生物必须一直处于无法行动状态,无论属于以下哪种状态:畏缩、晕眩、濒死、无助、震慑或者昏迷。
  使用者可以通过将宝石放入笼中并专注1分钟的仪式,可以尝试将一名被制服的异界生物放入囚禁之笼中。这些宝石必须价值100GP/每目标生物HD(10HD的异界生物需要1000GP的宝石)。如果目标未能通过DC20的意志豁免——这个豁免在使用者说出目标真名后提高到DC25(极限魔法101)
——目标异界生物会被缩小至1英寸高,并被关进笼中,如果束缚大法的缩(Minimus Containment)的功效。任何持有囚禁之笼的生物都能和被囚禁的异界生物沟通。当被囚禁时无法使用任何超自然能力或类法术能,但这个异界存在仍然可以与持笼者互动、撒谎甚至通过适当的技能检定操纵捕捉者。
  任何持有囚禁之笼的人都可以尝试以一个标准动作打开笼子。如果笼子里有一个异界生物被囚禁,那么尝试打开笼子需要通过DC22的意志豁免。如果未能通过豁免,那么持笼者不仅无法打开笼子,还会如同受到嫌恶术一样被驱离笼子。最早捕捉这个异界生物的持有者会在这个意志豁免上获得+5的士气加值。
  任何打开笼子的生物都可以要求被囚禁的异界生物提供一项服务以换取它被释放。如果释放者知道它的真名,那么被囚禁的生物会如果受到指使术一样履行服务。如果释放者不知道真名,且该异界生物的HD为7或更低,那么效果如同次等指使术;如果该生物HD高于7,则效果如果暗示术。这个要求忽视所有法术抗性,但是成功通过DC20的意志豁免可以忽视这个要求。一旦该异界生物完成了这项服务,那么它再也不会被同一个囚禁之笼捕捉。其他形态的囚禁之笼可以是灯具(神灯!!!)、碗、瓶或者其他类似容器的形状。
制造条件:制造奇物、嫌恶术、束缚大法、指使术
制造成本:80000gp
« 上次编辑: 2016-05-24, 周二 23:15:45 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
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占楼:部署
« 回帖 #5 于: 2016-05-24, 周二 22:27:39 »
部署
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
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占楼:其他及备用
« 回帖 #6 于: 2016-05-24, 周二 22:31:02 »
我坦白,我是被空山瞎翻译的《支持者与伙伴》这个名字坑进来的,以为这里有来自队友的爱与温暖。
但是我告诉你们:Cohorts就是领导力里的部署,这本书里充斥的呢,就是奴役与囚禁,召唤与利用,就是构装、亡灵、魔法兽、智能武器……根本就没有爱啊!(而且整本书2/3都被PFS禁掉了)
然后这本书的内容还奇多,至少比初探协会多,我已经感觉有点翻不动了……之后慢慢来吧…… :em005
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
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Re: PZO9457 部署与伙伴( Cohorts and Companions)
« 回帖 #7 于: 2016-05-24, 周二 22:42:45 »
心疼1S
突然好想玩混源啊

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Re: PZO9457 部署与伙伴( Cohorts and Companions)
« 回帖 #8 于: 2016-05-25, 周三 08:08:15 »
加油~感觉还不错~
开/跑1-20级的长团(0/1)

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Re: PZO9457 部署与伙伴( Cohorts and Companions)
« 回帖 #9 于: 2016-05-25, 周三 15:10:25 »
 :em032为什么构装炼金变体不能用啊,好伤心啊